How to...UDIMs in Houdini?

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I would really like to know if anyone can shed any knowledge on how to apply UDIMs in Houdini.
I downloaded free Godzilla model from Sketchfab and it came with UDIMs so I have no idea how to apply these in Houdini and
I can't find answer anywhere on the internet. Any help is welcomed and appreciated.
Thank you
Edited by Nikodim Fomich - 2021年6月22日 09:55:53

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Screen Shot 2021-06-22 at 3.36.29 PM.png (1.6 MB)

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I have a whole set of tutorials on the subject of UDIMs:




However using UDIMs also depends on your specific render engine and how it wants to see the naming convention. If you can share some more information on your set up that would help.
Edited by Midphase - 2021年6月22日 12:40:09
>>Kays
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Midphase
I have a whole set of tutorials on the subject of UDIMs:



However using UDIMs also depends on your specific render engine and how it wants to see the naming convention. If you can share some more information on your set up that would help.


Thank you Kays. I use Redshift but currently I am out of town so I am just using Mantra temporarily to test some stuff out.
I attached a free model with textures that I downloaded so maybe you would know what to do with it. The problem is there is only so much space for textures in Houdini but UDIMs come in bunch of tiles so there is no room for it. So my goal is to apply already existing UDIM textures to existing model. I don't know really how to do this but I will watch your video and maybe something will click.

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godzilla-2021-model-small-file-size.zip (11.0 MB)

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Vanya K
Thank you Kays. I use Redshift but currently I am out of town so I am just using Mantra temporarily to test some stuff out.
I attached a free model with textures that I downloaded so maybe you would know what to do with it. The problem is there is only so much space for textures in Houdini but UDIMs come in bunch of tiles so there is no room for it. So my goal is to apply already existing UDIM textures to existing model. I don't know really how to do this but I will watch your video and maybe something will click.

Here you go. Things were a bit out of whack in your original file. Needed to move the material assignment to the end of the tree. The image files were named incorrectly for UDIM purposes. It needs to be something like roughness.1001, roughness.1002, etc. The way to point Mantra to them is by using the <UDIM> token: roughness.<UDIM>.jpeg. Other renderers might use <udim> or %(UDIM)d so you'll have to experiment. Good luck!
Edited by BrianHanke - 2021年6月22日 16:43:10

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godzilla.zip (9.0 MB)

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Hanke - today 16:43:10

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godzilla.zip (9.0 MB)

Hi Brian, thank you so much for doing this and explaining it. When I opened this file originally I tried to use Blast node to see if there are any groups I would assign maps to and as you can see in my screen cap there were none, just @Godzilla itself. But what you sent back shows 3 distinct groups as I expected to see from the beginning. How did you get there? Also I see the rigging, I see bones in this version.I don't think author (from Sketchfab) made this for Houdini but I didn't even see this rig setup when I initially loaded the file.
Edited by Nikodim Fomich - 2021年6月22日 18:40:35

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g1.png (2.4 MB)
g2.png (2.3 MB)

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Vanya K
Hi Brian, thank you so much for doing this and explaining it. When I opened this file originally I tried to use Blast node to see if there are any groups I would assign maps to and as you can see in my screen cap there were none, just @Godzilla itself. But what you sent back shows 3 distinct groups as I expected to see from the beginning. How did you get there? Also did you rig this? I see bones in this version. Not sure if they are usable in Houdini as I don't think author (from Sketchfab) made this for Houdini but I didn't even see this rig setup when I initially loaded the file.

Ah, I see. With an FBX like this you have to use File > Import > Filmbox FBX, not a file node. That way you get the whole package with rigging and everything.
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Vanya K
Hi Brian, thank you so much for doing this and explaining it. When I opened this file originally I tried to use Blast node to see if there are any groups I would assign maps to and as you can see in my screen cap there were none, just @Godzilla itself. But what you sent back shows 3 distinct groups as I expected to see from the beginning. How did you get there? Also did you rig this? I see bones in this version. Not sure if they are usable in Houdini as I don't think author (from Sketchfab) made this for Houdini but I didn't even see this rig setup when I initially loaded the file.

Ah, I see. With an FBX like this you have to use File > Import > Filmbox FBX, not a file node. That way you get the whole package with rigging and everything.

Ooohhh I see. Thank you for clarifying that. Sometimes I forget there is that kind of import too as it's all nodes in Houdini.
Thanks a lot.
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you can also bring it in using FBX Character Import SOP
then you will get the character with KineFX rig and attributes like fbx_material_name, shop_materialpath, material_override, ... that you can use to assign separate materials with different textures if the model was not intended for udims

this way may be more procedural than object level FBX import in case your input file gets updated or something
Tomas Slancik
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Midphase
I have a whole set of tutorials on the subject of UDIMs:




However using UDIMs also depends on your specific render engine and how it wants to see the naming convention. If you can share some more information on your set up that would help.

Glad to know that's you, buddy, I enjoy your tutorials.
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tamte
you can also bring it in using FBX Character Import SOP
then you will get the character with KineFX rig and attributes like fbx_material_name, shop_materialpath, material_override, ... that you can use to assign separate materials with different textures if the model was not intended for udims

this way may be more procedural than object level FBX import in case your input file gets updated or something


Thank you Tomas, I did try that too but I still didn't get to see individual model parts related to UDIM tiles that way. I would use Blast node as I said and that usually gives me the list of available model parts but in every scenario but the one with File-Filmbox Import I would end up with just a one solid piece as a model thus I was unable to apply multiple UDIMs on one model.
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Vanya K
I did try that too but I still didn't get to see individual model parts related to UDIM tiles that way
as mentioned you did get it, just not as a group or name attrib, in your example its called fbx_material_name

you have several options:
1. in the viewport
- press S to enter selection mode and 4 for primitives
- or get to this mode by pressing reselect button next to Blast SOP group parm
- press 9 to enter Select Groups tool
- from the COG menu of the HUD that showed up select attributes/fbx_material_name
now you can pickthe individual parts and when you press delete (if entered through S) or just Enter (if used Select button in Blast SOP)
you will get something like this in the Group parm: @fbx_material_name=GZ_Body.001

2. if you want to have convenient dropdown in Blast SOP instead of picking it by attribute from viewport you can just rename it before Blast SOP to name

so append Attribute Swap SOP
- class: Primitive
- source: fbx_material_name
- destination: name

then append Blast SOP and you will have your dropdown populated as it's by default recognizing name attribute and groups
Tomas Slancik
FX Supervisor
Method Studios, NY
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